I'd like to think they are taking a cue from DA2's companion's design.
For instance, let's look at Anders' custom skill branch, Vengeance:

Now, in this branch, we can see Ander's unique skill tree. We could say, for all practical purposes, this is his "Specialization" tree, since we don't get to pick a Specialization for our companions in DA2 and this has special skills not seen in the "standard" trees. Please note that the number of Skills in this tree is way higher than the four skills that were all that was offered for the Specializations in DA:O - 8 skills for this tree, in particular (9 if you count the upgrade, and 11 if you further add the two passive attribute options availabe).
On the upper side of the tree, we see Anders skills as a healer amplified. His ability to heal the group or put a buff that constantly regenerates health is seen here.
On the lower side of the tree, we see Anders nature of being made more aggressive by Vengeance, with a focus on doing more damage and making spells become more powerful.
In addition to these two "arcs," if you will, that Anders skill tree can run, we also have two permanent bonuses that are optional (but exclusive, you can only have one). They are the "Eye to Eye" bonus, which improves damage across the board, and the "No Compromises" bonus, which regerates Health for Anders much more quickly. These bonuses are based off of Anders Friendship/Rivalry ratings, but in a model for the PC, this could be done in letting us choose one passive bonus.
This would let you choose two "pathways" in your Specialization, as well as a passive modifier which would further accentuate your play style.
You could be a blood mage and focus on using your own blood to make your spells much more powerful, or you could focus on controlling the blood of others, causing damage and also taking control of your enemies.
You could be a Templar who focuses on cancelling out magic attacks of other Mages or other classes, or you could focus on the more offensive side, releasing attacks like Holy Smite, which do Spirit damage to your enemies.
You could be a Duelist who focuses on negating and deflecting most attacks sent your way, or you could focus on making pinpoint accurate strikes, where your Crit rate and damage modifiers are through the roof.
So... that's what I think they will do with the Specializations. Make them tied to a general concept, but offer us more than one path with that Specialization, so it almost really feels like two. Or, even allow us to walk the middle line and do a balance between the two playstyles.
Modifié par Fast Jimmy, 16 décembre 2012 - 10:39 .